Vol 4 Test 6
Vol 4 Test 6
Designing computer games for young children is a daunting task for game
producers, who, for a long time, have concentrated on more "hard core" game fans.
This article chronicles the design process and research involved in creating Nintendo
DS for preschool gamers.
After speaking with our producers who have a keen interest in designing for the
DS, we finally agreed on three key goals for our project. First, to understand the
range of physical and cognitive abilities of preschoolers in the context of
handheld system game play; second, to understand how preschool gainers interact
with the DS, specifically how they control the different forms of play and game
mechanics offered by the games presently on the market for this platform; third, to
understand the expectations of preschoolers' parents concerning the handheld
systems as well as the purchase and play contexts within which game play occurs.
The team of the research decided that in-home ethnographies with preschoolers and
their families would yield comprehensive database with which to give our producers
more information and insights, so we start by conducting 26 in-home
ethnographies in three markets across the United States: an East coast
urban/suburban area, a West coast urban/suburban area, and a Midwest
suburban/rural area.
The subjects in this study included 15 girls and 11 boys ranging from 3 years
and 3 months old to 5 years and 11 months old. Also, because previous research had
shown the effects of older siblings on game play (demonstrated, for example, by more
advanced motor coordination when using a computer mouse), households were
employed to have a combination of preschoolers with and without elder peers.
In order to understand both "experienced" and "new" preschool users of the platform,
we divided the sample so that 13 families owned at least one Nintendo DS and the
others did not. For those households that did not own a DS, one was brought to the
interview for the kid to play. This allowed us to see both the instinctive and intuitive
movements of the new players (and of the more experienced players when playing
new games), as well as the learned movements of the more experienced players.
Each of those interviews took about 60 to 120 minutes and included the pre-schooler,
at least one parent, and often siblings and another caregiver.
Three kinds of information were collected after each interview. From any older
siblings and the parents that were available, we gathered data about: the buying
decisions surrounding game systems in the household. the family's typical game play
patterns, levels of parental moderation with regard to computer gaming, and the most
favorite games played by family members. We could also understand the ideology of
gaming in these homes because of these in-home interviews: what types of spaces
were used for game play, how the systems were installed, where the handheld play
occurred in the house (as well as on-the-go play), and the number and type of games
and game systems owned. The most important is, we gathered the game-playing
information for every single kid.
Before carrying out the interviews, the research team had closely discussed with the
in-house game producers to create a list of game mechanics and problems tied to
preschoolers' motor and cognitive capabilities that were critical for them to
understand prior to writing the games. These ranged from general dexterity issues
related to game controllers to the effectiveness of in-game instructions to specific
mechanics in current games that the producers were interested in implementing for
future pre-school titles. During the interviews, the moderator gave specific guidance
to the preschooler through a series of games, so that he or she could observe the
interaction and probe both the preschooler and his or her parents on feelings,
attitudes, and frustrations that arose in the different circumstances.
As the two DS games went into the development process, a formative research
course of action was set up. Whenever we developed new game mechanics, we
brought preschoolers into our in-house utility lab to test the mechanics and to
evaluate both their simplicity, and whether they were engaging. We tested either
alpha or beta versions of different elements of the game, in addition to looking at
overarching game structure. Once a full version of the DS game was ready, we
went back into the field test with a dozen preschoolers and their parents to make sure
that each of the game elements worked for the children, and that the overall objective
of the game was understandable and the process was enjoyable for players. We also
collected parents' feedback on whether they thought the game is appropriate,
engaging, and worth the purchase.
That the United States did not use pencils in the outer space till they
spent $1000 to make pencil to use in zero gravity conditions is in fact a fiction. It is
widely known that astronauts in Russia used grease pencils, which don't have
breakage problems. But it is also a fact that their counterparts in the United States
used pencils in the outer space before real zero gravity pencil was invented. They
preferred mechanical pencils, which produced fine lines, much clearer than the
smudgy lines left by the grease pencils that Russians favoured. But the lead tips of
these mechanical pencils broke often. That bit of graphite floating around the space
capsule could get into someone's eye, or even find its way into machinery or
electronics, causing an electrical short or other problems. But despite the fact that the
Americans did invent zero gravity pencils later, they stuck to mechanical pencils for
many years,
Motivating Drives
Scientists have been researching the way to get employees motivated for
many years. This research is a relational study which builds the fundamental and
comprehensive model for study. This is especially true when the business goal is to
turn unmotivated teams into productive ones. But their researches have limitations. It
is like studying the movements of car without taking out the engine.
Motivation is what drives people to succeed and plays a vital role in enhancing an
organi-sational development. It is important to study the motivation of employees
because it is related to the emotion and behaviour of employees. Recent studies show
there are four drives for motivation. They are the drive to acquire, the drive to bond,
the drive to comprehend and the drive to defend.